Artificer
Base Class: Artificer

A Synthesis Weaver uses a special device that combines two different sources of power to conjure a powerful aegis greater than the sum of its parts.

Expanded spell list

When you reach an Artificer level specified in the Synthesis Weaver Spells table, you thereafter always have the listed spells prepared.

3: Bane, Protection from evil and good

5: Mirror image, Prayer of healing

9: magic circle, remove curse

13: fire shield, locate creature

17: dispel evil and good, hold monster

Sythesis furnace

When you finish a Long Rest while holding Tinker’s Tools, you can create a device called a Synthesis Furnace. This can be a belt, helmet, ring, gauntlet, or any other similar wearable item (your choice). It can’t be removed against your will, and only you can use its properties while you are wearing it. If you create another Synthesis Furnace, the previous one is immediately destroyed.

Synthesised aegis

You can conjure a protective aegis by fusing two contrasting forces using your Synthesis Furnace.

Synthesis Compounds. You know 2 Artificial Compounds and 2 Vital Compounds, each of which is detailed under the “Synthesis Compounds” section at the end of this subclass’s description.

Learning New Compounds. You learn two new compounds of any type (Artificial or Vital) when you reach higher Artificer levels: at level 5 (6 compounds), level 9 (8 compounds), level 13 (10 compounds), and level 17 (12 compounds). Each time you gain an Artificer level, you can replace one compound you know with a different one of the same type.

Synthesized Aegis. When you roll Initiative (provided you are not surprised), or as a Bonus Action during your turn, and choose one Artificial and one Vital Compound that you know. You must be wearing your Synthesis Furnace in order to do so. When you do so, you conjure a Synthesis Aegis that enshrouds you for 1 hour, after which the aegis vanishes. The aegis vanishes early if you are reduced to 0 Hit Points, or as an action during your turn. You determine its appearance, such as a suit of armor themed around the compounds, and whether or not the aegis conceals your face. You can conjure the aegis once, and you can’t do so again until you finish a Short or Long Rest, or expend a level 1+ spell slot as part of conjuring the aegis.

Aegis Armor. While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 13 plus your Intelligence modifier. If you are wearing armor, you can choose to have the aegis replace it. Compound Effects. You gain the effects of the Artificial and Vital Compounds used to conjure the aegis.

Compound Switch. As a Bonus Action during your turn, you can change your aegis’ Artificial or Vital Compound (or both) and replace it with another one you know of the same type. When you do so, the compounds of the aegis change, losing the properties of the previous compounds and gaining the properties of the new ones.

Weapon Conjure. As part of conjuring the aegis, or as part of using Compound Switch, you can conjure a Synthesis Weapon. Synthesis Pair. Certain combinations of Artificial and Vital Compounds form a Synthesis Pair. If your aegis’ compounds are on the same row on the Synthesis Pair table, you gain the following additional benefits: the damage of your Unarmed Strikes increases to a d6, your Speed increases by 10 feet, and your AC increases by 1.

Synthesis Pair

  • Artisan Warrior
  • Implement Locomotion
  • Folklore Flora
  • Treasure Marvel
  • Cryptid Mythical
  • War Machine Beast

Compound Maelstrom. As a Bonus Action, you accumulate compound energy into your Synthesis Furnace. You can also do so as part of using Compound Switch (no additional action required). The next time you deal damage with an attack or spell, you deal an additional 2d8 Force damage. The additional Force damage increases when you reach higher Artificer levels: at level 5 (3d8), level 9 (4d8), level 13 (5d8), and level 17 (6d8). You can use this property once, and you can’t do so again until the next time you conjure your aegis or if you expend a level 1+ spell slot as part of the same Bonus Action.

Build up

Aegis armour is active

Innactive

Aegis armour is innactive

Synthesis pair

Aegis armour is active with one of the following combinations

  • Artisan Warrior
  • Implement Locomotion
  • Folklore Flora
  • Treasure Marvel
  • Cryptid Mythical
  • War Machine Beast

 

Synthesis vital compounds available

This is the list of compounds you have access to

Beast compound

This compound represents the natural world’s beasts. When you use the Grapple or Shove option of your Unarmed Strike, you can use your Intelligence modifier instead of your Strength modifier to determine the save DC. In addition, you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. This bonus increases to a +2 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Cryptid compound

This compound represents the creatures of occult or supernatural origin. As a Magic action, you or one creature within 5 feet of you that you can touch regains 1d6 Hit Points. Alternatively, you can use a Bonus Action and replenish 1d4 Hit Points instead.

Flora compound

This compound represents the natural world’s plant life. The reach of your Melee weapons increases by 5 feet.

Folklore compound

This compound represents the creatures from various folklore. When you hit a creature with a spell for the first time in a turn, each creature in a 5-foot Emanation around the target takes 1d6 Force damage.

Mythical compound

This compound represents the history’s mythical creatures. Whenever you succeed on a saving throw, your AC increases by 2 until the start of your next turn. Conversely, if you fail a save, you instead gain 8 Temporary Hit Points.

Warrior compound

This compound represents history’s greatest warriors. You gain a +1 bonus to the attack and damage rolls of your weapon attacks. This bonus increases to a +2 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Synthesis artifical compounds available

This is the list of compounds you have access to

Artisan compound

This compound represents civilization’s innovations in artistic media. Your weapon attacks deal an additional 1d4 Acid, Cold, Fire, Lightning, Poison, or Thunder damage (your choice).

Implement compound

This compound represents civilization’s innovations in everyday tools. You gain a +1 bonus to the attack rolls of your spells. This bonus increases to a +2 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Locomotion compound

This compound represents civilization’s innovations in the areas of motion. Your Speed increases by 5 feet. In addition, when you change your aegis to this compound, choose a special speed from your choice of Climb Speed, Fly Speed, or Swim Speed. You gain 20 feet of your chosen special speed. On subsequent turns, you can use a Bonus Action to change your chosen special speed to a different one.

Marvel compound

This compound represents the pinnacle of civilization’s creations. Your saving throws have a +1 bonus to resist spells or other magical effects. This bonus increases when you reach higher Artificer levels: at level 9 (+2) and level 17 (+3).

Treasure compound

This compound represents civilization’s precious materials. Whenever you restore Hit Points to yourself or another creature, you add 1d8 to the number of Hit Points replenished.

War Machine compound

This compound represents civilization’s technological advances in warfare. Your AC increases by 1. This bonus increases to a +2 when you reach Artificer level 13.

Active vital compound

choose your active compound

Artificial Accelerator Mode

While in Artificial Accelerator mode, the effects of your aegis’ Artificial Compound are doubled. In addition, you gain 8 Temporary Hit Points at the start of each of your turns.

Beast

This compound represents the natural world’s beasts. When you use the Grapple or Shove option of your Unarmed Strike, you can use your Intelligence modifier instead of your Strength modifier to determine the save DC. In addition, you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. This bonus increases to a +2 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Beast Acceleration

This compound represents the natural world’s beasts. When you use the Grapple or Shove option of your Unarmed Strike, you can use your Intelligence modifier instead of your Strength modifier to determine the save DC. In addition, you gain a +2 bonus to the attack and damage rolls of your Unarmed Strikes. This bonus increases to a +4 when you reach Artificer level 13.

Cryptid

This compound represents the creatures of occult or supernatural origin. As a Magic action, you or one creature within 5 feet of you that you can touch regains 1d6 Hit Points. Alternatively, you can use a Bonus Action and replenish 1d4 Hit Points instead.

Cryptid Acceleration

This compound represents the creatures of occult or supernatural origin. As a Magic action, you or one creature within 5 feet of you that you can touch regains 2d6 Hit Points. Alternatively, you can use a Bonus Action and replenish 2d4 Hit Points instead.

Empty

no compound active

Flora

This compound represents the natural world’s plant life. The reach of your Melee weapons increases by 5 feet.

Flora Acceleration

This compound represents the natural world’s plant life. The reach of your Melee weapons increases by 10 feet.

Folklore

This compound represents the creatures from various folklore. When you hit a creature with a spell for the first time in a turn, each creature in a 5-foot Emanation around the target takes 1d6 Force damage.

Folklore acceleration

This compound represents the creatures from various folklore. When you hit a creature with a spell for the first time in a turn, each creature in a 10-foot Emanation around the target takes 2d6 Force damage.

Mythical

This compound represents the history’s mythical creatures. Whenever you succeed on a saving throw, your AC increases by 2 until the start of your next turn. Conversely, if you fail a save, you instead gain 8 Temporary Hit Points.

Mythical acceleration

This compound represents the history’s mythical creatures. Whenever you succeed on a saving throw, your AC increases by 4 until the start of your next turn. Conversely, if you fail a save, you instead gain 16 Temporary Hit Points.

Warrior

This compound represents history’s greatest warriors. You gain a +1 bonus to the attack and damage rolls of your weapon attacks. This bonus increases to a +2 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Warrior acceleration

This compound represents history’s greatest warriors. You gain a +2 bonus to the attack and damage rolls of your weapon attacks. This bonus increases to a +4 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Active artificial compound

choose your active compound

Artisan

This compound represents civilization’s innovations in artistic media. Your weapon attacks deal an additional 1d4 Acid, Cold, Fire, Lightning, Poison, or Thunder damage (your choice).

Artisan acceleration

This compound represents civilization’s innovations in artistic media. Your weapon attacks deal an additional 2d4 Acid, Cold, Fire, Lightning, Poison, or Thunder damage (your choice).

Empty

no active artificial compound

Implement

This compound represents civilization’s innovations in everyday tools. You gain a +1 bonus to the attack rolls of your spells. This bonus increases to a +2 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Implement acceleration

This compound represents civilization’s innovations in everyday tools. You gain a +2 bonus to the attack rolls of your spells. This bonus increases to a +4 when you reach Artificer level 13. If you already have a similar bonus to attack and damage rolls from a different source (such as a spell or magic item), choose which bonus to use.

Locomotion

This compound represents civilization’s innovations in the areas of motion. Your Speed increases by 5 feet. In addition, when you change your aegis to this compound, choose a special speed from your choice of Climb Speed, Fly Speed, or Swim Speed. You gain 20 feet of your chosen special speed. On subsequent turns, you can use a Bonus Action to change your chosen special speed to a different one.

Locomotion acceleration

This compound represents civilization’s innovations in the areas of motion. Your Speed increases by 10 feet. In addition, when you change your aegis to this compound, choose a special speed from your choice of Climb Speed, Fly Speed, or Swim Speed. You gain 40 feet of your chosen special speed. On subsequent turns, you can use a Bonus Action to change your chosen special speed to a different one.

Marvel

This compound represents the pinnacle of civilization’s creations. Your saving throws have a +1 bonus to resist spells or other magical effects. This bonus increases when you reach higher Artificer levels: at level 9 (+2) and level 17 (+3).

Marvel acceleration

This compound represents the pinnacle of civilization’s creations. Your saving throws have a +4 bonus to resist spells or other magical effects. This bonus increases when you reach higher Artificer levels: level 17 (+6).

Treasure

This compound represents civilization’s precious materials. Whenever you restore Hit Points to yourself or another creature, you add 1d8 to the number of Hit Points replenished.

Treasure acceleration

This compound represents civilization’s precious materials. Whenever you restore Hit Points to yourself or another creature, you add 2d8 to the number of Hit Points replenished.

Vital Accelerator Mode

While in Vital Accelerator mode, the effects of your aegis’ Vital Compound are doubled. In addition, the reach of your melee attacks increases by 5 feet, and the damage of your Unarmed Strike increases to a d8.

War machine

This compound represents civilization’s technological advances in warfare. Your AC increases by 1. This bonus increases to a +2 when you reach Artificer level 13.

War machine (post level 13)

This compound represents civilization’s technological advances in warfare. Your AC increases by 1. This bonus increases to a +2 when you reach Artificer level 13.

War machine Acceleration

This compound represents civilization’s technological advances in warfare. Your AC increases by 2. This bonus increases to a +4 when you reach Artificer level 13.

War machine acceleration (post level 13)

This compound represents civilization’s technological advances in warfare. Your AC increases by 4. 

Furnace ignition

Your improvements on your Synthesis Furnace grant additional benefits while wearing it.

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

Synthesis Catalyst. As part of conjuring your Synthesis Aegis (no action required), you can add a Synthesis Catalyst by expending a level 1+ spell slot. You can also do so as part of using Compound Switch (no action required), or as a Bonus Action on your turn while the aegis is active. When you do so, you gain 8 Temporary Hit Points for each level of spell slot expended. In addition, choose between the Lustrous Catalyst or the Umbral Catalyst. Your Synthesized Aegis gains additional properties according to the chosen catalyst, as detailed below. The additional properties vanish when your aegis vanishes, or when you use a different catalyst. 

Synthesis catalyst

Synthesis Catalyst. As part of conjuring your Synthesis Aegis (no action required), you can add a Synthesis Catalyst by expending a level 1+ spell slot. You can also do so as part of using Compound Switch (no action required), or as a Bonus Action on your turn while the aegis is active. When you do so, you gain 8 Temporary Hit Points for each level of spell slot expended. In addition, choose between the Lustrous Catalyst or the Umbral Catalyst. Your Synthesized Aegis gains additional properties according to the chosen catalyst, as detailed below. The additional properties vanish when your aegis vanishes, or when you use a different catalyst.

Lustrous Catalyst. This catalyst gives your aegis a sparkling appearance with exaggerated qualities. The catalyst adds the following properties to your Synthesized Aegis:

Sparkling Energy. Once on a turn, when you hit with an attack or spell, you can deal an additional 1d6 Radiant damage.

Sparkling Fold. As part of the same Bonus Action used to add this catalyst (no additional action required), or as a Bonus Action on your turn while this catalyst is active, you teleport to any unoccupied space you can see within 15 feet of you.

Lustrous Maelstrom. When you use Compound Maelstrom, you can teleport to any unoccupied space you can see within 30 feet of you. In addition, you can change the Compound Maelstrom’s damage type to Radiant instead of Force.

Umbral Catalyst. This catalyst mutes the colours of your aegis while giving it a hazardous and sharper appearance. The catalyst adds the following additional properties to your Synthesized Aegis:

Dark Energy. Once on a turn, when you hit with an attack or spell, you can deal an additional 1d6 Necrotic damage. This damage increases as you reach higher Artificer levels: at level 9 (1d8), level 13 (1d10), and level 17 (1d12). High-Speed Motion. When you take the Attack action during your turn, you can take a Bonus Action to make one more weapon attack or Unarmed Strike.

Umbral Maelstrom. When you deal the additional Force damage from using Compound Maelstrom, roll the dice twice and take the higher result. In addition, you can change its damage type to Necrotic instead of Force.

Compound Overload. At the start of each of your turns, you make a DC 12 Wisdom saving throw. On a failed save, each creature you see until the aegis vanishes is an enemy to you. If you attempt to end the aegis during this time, you must succeed on the same saving throw with Disadvantage on the save. On a successful save, you suffer no harmful effects, and the DC increases by 1. When the DC increases to 20 or higher, you automatically fail the next Compound Overload saving throw. The DC resets to 12 when you end your aegis.

Lustrous catalyst

This catalyst gives your aegis a sparkling appearance with exaggerated qualities. The catalyst adds the following properties to your Synthesized Aegis:

Sparkling Energy. Once on a turn, when you hit with an attack or spell, you can deal an additional 1d6 Radiant damage.

Sparkling Fold. As part of the same Bonus Action used to add this catalyst (no additional action required), or as a Bonus Action on your turn while this catalyst is active, you teleport to any unoccupied space you can see within 15 feet of you. Lustrous Maelstrom. When you use Compound Maelstrom, you can teleport to any unoccupied space you can see within 30 feet of you. In addition, you can change the Compound Maelstrom’s damage type to Radiant instead of Force.

No catalyst active

No catalyst active

Omni catalyst

Flash Motion. Immediately after you take the Attack action, you can make one additional weapon attack or Unarmed Strike, or move 10 feet without triggering Opportunity Attacks.

Clean Energy. Whenever you with an attack or spell, you deal an additional 1d8 Force damage. This damage increases according to the level of spell slot you expended to add this catalyst: 1d10 with a level 2 spell slot and 1d12 with a level 3+ spell slot.

Purifying Reactor. You can cast Dispel Magic or Remove Curse without expending a spell slot.

Omni Compound. You gain the benefits of Synthesis Pair regardless of the compounds of your aegis.

Compound Barrier. When you use Compound Switch, the next time you take damage, you reduce it by 1d8. Omni Maelstrom. You can use any Maelstrom property of any catalyst. In addition, when you roll the Force damage you deal when you use Compound Maelstrom, choose a number of rolled dice up to your Intelligence modifier, and change it to its maximum value.

Umbral catalyst

This catalyst mutes the colors of your aegis while giving it a hazardous and sharper appearance. The catalyst adds the following additional properties to your Synthesized Aegis:

Dark Energy. Once on a turn, when you hit with an attack or spell, you can deal an additional 1d6 Necrotic damage. This damage increases as you reach higher Artificer levels: at level 9 (1d8), level 13 (1d10), and level 17 (1d12).

High-Speed Motion. When you take the Attack action during your turn, you can take a Bonus Action to make one more weapon attack or Unarmed Strike.

Umbral Maelstrom. When you deal the additional Force damage from using Compound Maelstrom, roll the dice twice and take the higher result. In addition, you can change its damage type to Necrotic instead of Force.

Compound Overload. At the start of each of your turns, you make a DC 12 Wisdom saving throw. On a failed save, each creature you see until the aegis vanishes is an enemy to you. If you attempt to end the aegis during this time, you must succeed on the same saving throw with Disadvantage on the save. On a successful save, you suffer no harmful effects, and the DC increases by 1. When the DC increases to 20 or higher, you automatically fail the next Compound Overload saving throw. The DC resets to 12 when you end your aegis.

Accelerator furnace

Your Synthesis Furnace gains an accelerated enhancement.

Accelerated Cantrip. When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Artificer cantrips that has a casting time of an action.

Martial Upgrade. While wearing the Synthesis Furnace, you have proficiency with two Martial weapons of your choice.

Accelerator Catalyst. You learn a new Synthesis Catalyst called the Accelerator Catalyst. This catalyst enshrouds the Umbral Catalyst’s form with power from the compounds. The catalyst adds the following properties to your Synthesized Aegis:

Homogeneous Energy. Once on a turn, when you hit with an attack or spell, you can deal an additional 2d6 Force damage.

Accelerator Modes. When you first use this catalyst, choose one of the following modes: Artificial Accelerator or Vital Accelerator. Each mode grants different benefits. While the catalyst is active, you can switch to a different mode as a Bonus Action during your turn, or as part of using Compound Switch (no additional action required).

Artificial Accelerator Mode. While in Artificial Accelerator mode, the effects of your aegis’ Artificial Compound are doubled. In addition, you gain 8 Temporary Hit Points at the start of each of your turns.

Vital Accelerator Mode. While in Vital Accelerator mode, the effects of your aegis’ Vital Compound are doubled. In addition, the reach of your melee attacks increases by 5 feet, and the damage of your Unarmed Strike increases to a d8.

Cannonade Maelstrom. When you use Compound Maelstrom, you empower the Synthesis Weapon you are currently holding. Until the end of your next turn, you can replace one of your attacks when you take the Attack action and instead release a concentrated beam in a 30-foot long, 5-foot-wide Line or in a 15-foot Cone originating from you. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 3d8 Force damage on a failed save, or half as much on a successful one.

Omni furnace

You have perfected the inner workings of your Synthesis Furnace.

Omni Weapon (5e 2014). When you hit a creature with a Synthesis Weapon, you can force the target to make a Strength saving throw against your spell save DC or suffer one of the following effects of your choice: the target drops one object of your choice that it is holding, the target falls Prone, or the target is pushed 10 feet away from you. If the target is at least two sizes larger than you, it automatically succeeds on the save.

Omni Catalyst. You learn a new Synthesis Catalyst called the Omni Catalyst. This catalyst houses all the compounds in one unified frame. The catalyst adds the following properties to your Synthesized Aegis:

Flash Motion. Immediately after you take the Attack action, you can make one additional weapon attack or Unarmed Strike, or move 10 feet without triggering Opportunity Attacks.

Clean Energy. Whenever you with an attack or spell, you deal an additional 1d8 Force damage. This damage increases according to the level of spell slot you expended to add this catalyst: 1d10 with a level 2 spell slot and 1d12 with a level 3+ spell slot.

Purifying Reactor. You can cast Dispel Magic or Remove Curse without expending a spell slot.

Omni Compound. You gain the benefits of Synthesis Pair regardless of the compounds of your aegis.

Compound Barrier. When you use Compound Switch, the next time you take damage, you reduce it by 1d8.

Omni Maelstrom. You can use any Maelstrom property of any catalyst. In addition, when you roll the Force damage you deal when you use Compound Maelstrom, choose a number of rolled dice up to your Intelligence modifier, and change it to its maximum value.

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